Flea Bottom Planning and General Style Discussion

RavishMeRed

Poet
Hello everyone!

I wanted to create a thread where we could discuss and underlining for style and planning of the Flea Bottom districts in the Kings Landing update.
Due to the properties of Flea Bottom, I felt a general discussion should take place upon how the update should go and what would be the best course of action. I felt this would be a nice place to share comments, concerns, suggestions and tests for a Flea Bottom style.

The current districts that make up Flea bottom and it's sub-outskirts are: 14A, 14B (Street of Flour), 16C, and half of of 16B. Located on the other side of the main road leading from the Dragonsquare to the Iron Gate are districts 23A, 23B (currently led by JMC), and 23C. These three districts, in my opinion, could be left open to interpretation on whether or not it is a true part of Flea Bottom.

I have done some research on real world slums that I feel could be a great asset to the update. Four things I think we should consider when updating this area of Kings Landing are the following:
1. Location in the city
2: Land type
3. Road structure
4. Habitat

Based on these four criteria points, and canon from ASOIAF, we can deduce that
1. Flea bottom is located at the foot of Rhaenys's Hill
2. The land is 'congealed' with mud and human excrement
3. Due to rapid expansion in a time period of 300 years, there is one main road stretching from the city center to the eastern gate
4. The area is lawless and lacks basic structure.

Some real world examples that follow this criteria similar to Flea Bottom are:

Orangi Town, Karachi, Pakistan
Tondo, Manila, Philippines
Dharavi, Mumbai

Please feel free to respond, discuss, share thoughts of this process. I feel a general discussion is needed for this area to ensure that a well-liked style is created.

Thanks, Ravish
 

Flip90

Bard
Here's some insp for the back alleys going up the the side of hills in some areas.
 

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EStoop

Firemage
Slums as we know them today, with individualistic shacks and shanties, were fairly rare in medieval European cities, which would more often than not house their poor in the cellars or upper floors of middle class houses. Some neighbourhoods were distinctively poorer than others though.

I'd argue the houses in Flea Bottom aren't shacks and huts but are more or less similar to the rest of the houses in Kingslanding, the major difference being that they are much more rundown and make use of cheaper materials (such as wood only). The interiors would be divided into multiple apartments, likely to be a single room, which would house a family of roughly 6-8 people.
 

DutchGuard

Bloodmage
Ranger
Slums as we know them today, with individualistic shacks and shanties, were fairly rare in medieval European cities, which would more often than not house their poor in the cellars or upper floors of middle class houses. Some neighbourhoods were distinctively poorer than others though.

I'd argue the houses in Flea Bottom aren't shacks and huts but are more or less similar to the rest of the houses in Kingslanding, the major difference being that they are much more rundown and make use of cheaper materials (such as wood only). The interiors would be divided into multiple apartments, likely to be a single room, which would house a family of roughly 6-8 people.
Agreed. To put it plainly it's more of a difference in density rather than a difference in style.
 

RavishMeRed

Poet
Here I have a current layout of all the roads, alleys, pathways of Flea Bottom. Red marks entrances into the sewers. Purple marks entrances into the underground (via road ONLY).

The large red road on the west end is a canon road that starts from Street of Silk, runs through Flea Bottom, and up Aegon's High Hill.

Thanks, Ravish
 

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RavishMeRed

Poet
Hello Everyone, back with another test.


For this test, I wanted to apply a difference between new infrastructure and old infrastructure in the flea bottom area. As seen from the previous post, the roads of flea bottom are very chaotic and flow organically. What we see running from the Dragonsquare to the Iron Gate is a large way that carved through the old layout of Flea Bottom essentially cutting it in half (KL 23b and KL14a & b). The difference in 'style being the houses erected along the long road would be newer in the sense we would see them today. These plots would run parallel with the main way.

What you can see in the test images is a 'wall' of houses creating a buffer between old and new infrastructure. I'm really pleased with this because this creates the illusion of separation. Going inside the old infrastructure you can see the curving roads that make up Flea Bottom. The materials and pallets I use differ from pervious tests because, after doing research and consideration from other builders, what we know of in medieval times is that 'slums' would consist of cheaper materials and rundown/degrading houses rather than shacks and huts as previously argued.

I also included in the screenshots a road test. We know that under Jaehaerys' rule the streets were cobbled but only in places where possible. I think the street pallet for this area should include some cobble but not be the predominant material used as we know in canon the streets are 'congealed with mud and excrement'.

If you want to check out this test in game, it is located at /warp ravish in the center of my plot.

Thanks again, hoping to see your comments and feedback,
RavishMeRed
 

Scubooty

Emissary
Hello Everyone, back with another test.


For this test, I wanted to apply a difference between new infrastructure and old infrastructure in the flea bottom area. As seen from the previous post, the roads of flea bottom are very chaotic and flow organically. What we see running from the Dragonsquare to the Iron Gate is a large way that carved through the old layout of Flea Bottom essentially cutting it in half (KL 23b and KL14a & b). The difference in 'style being the houses erected along the long road would be newer in the sense we would see them today. These plots would run parallel with the main way.

What you can see in the test images is a 'wall' of houses creating a buffer between old and new infrastructure. I'm really pleased with this because this creates the illusion of separation. Going inside the old infrastructure you can see the curving roads that make up Flea Bottom. The materials and pallets I use differ from pervious tests because, after doing research and consideration from other builders, what we know of in medieval times is that 'slums' would consist of cheaper materials and rundown/degrading houses rather than shacks and huts as previously argued.

I also included in the screenshots a road test. We know that under Jaehaerys' rule the streets were cobbled but only in places where possible. I think the street pallet for this area should include some cobble but not be the predominant material used as we know in canon the streets are 'congealed with mud and excrement'.

If you want to check out this test in game, it is located at /warp ravish in the center of my plot.

Thanks again, hoping to see your comments and feedback,
RavishMeRed
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RavishMeRed

Poet
Hello Everyone!
I Present a final submission for a proposed Flea Bottom Style.


Plotting
I feel the overall plotting of Flea Bottom is very small, some houses being 5 blocks in width. Grouping houses together will allow things to be closely regulated and ensure the highest chance of cohesion.

The old infrastructure of Flea Bottom was removed with the building of a great way that runs from the Iron Gate to the Dragonsquare. The houses there would have been destroyed, thus the plots that run parallel with the new road should be 'new' in the sense they section off the area. I would like to give the illusion that inner Flea Bottom is being gated off by new houses placed along that route.

Pallets
I would like to propose the use of blocks seen in the images. Lower levels should not all consist of stone foundations. The style of Flea Bottom should come from the implementation of cheaper material being used. I'd suggest that about 40% of the houses consist of no stone foundations. Dark variants of the base material should be used to give the idea of weathering, rot, or warping of material. Daub and wattle patterns should be simple and 90% of the time not use the close-studded pattern.

Roofs
To keep things from looking monotonous, I created a breakdown of the usage of each roof material:
50% light thatch
20% dark thatch
15% jungle wood
10% northern wood
5% spruce wood
Similar to wall pallets, these sections should also include bits of weathering, loss, rot, etc. WITHOUT going overboard.

External Decorations
Roads and alleys should not be obstructed, and for the most are narrow already. Outside decorations should include sewer entrances, underground entrances, tables and sitting, work areas, homeless spots, etc.

Internal Decorations
Furniture should match the wealth/class of the house. Nothing fancy or costly. Use what the individuals would NEED to survive.

I'd like to address a proposal here for less kitchens. Currently, the houses in Flea Bottom have access to cooking in about every other house. In reality, around 50% of the population located in this area would have access to cooking. Others would seek out vendors or pot shops (soup kitchens).

Roads
The streets of Kings Landing were cobbled where they were needed. This area also receives a lot of foot traffic from its residents. Canon also states the streets are covered in mud. I followed a similar route that is being taken at Maidenpool but more mud wet substances.



I hope this proposal gives a set idea of what Flea Bottom has the potential of looking like.

If you would like to take a look at this test in person on the server, you can find it at /Warp Ravish on the NE section of my plot.

Thanks again, RavishMeRed